Yatterman jumps offscreen and returns riding on Yatterwan, who runs over the opponent for very good damage. This move cannot be comboed into naturally, but it's possible to do so through the use of Delayed Hyper Cancel or using a Polimar assist. While riding Yatterwan, Yatterman-1 is completely invulnerable to all attack, making this super useful for punishing certain hyper attacks.

YATTER WAN FLAME

QUARTER CIRCLE BACK + ANY TWO ATTACKS

Easily Yatterman-1's best super. Yatterman-1 calls in Yatterwan to ram the opponent before breathing fire all over them. This comes out very fast and can combo from a lot of things. The first hit wall slams the opponent, and the fire stream them roasts them while they're down. This first hit can even hit an opponent who's been knocked down, making it useful to inflict further damage on opponents after a sweep. As an added plus, it also deals very respectable damage.

THIS WEEK'S SURPRISE ROBOTS

FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS

Yatterman-2 takes out his special mecha food and throws it at the opponent. If it hits it will bounce into the waiting mouth of Yatterwan, who will release an army of small robots to attack the opponent, the last one leaving a bomb to blow them sky high. This is a projectile and can occasionally be used to surprise the opponent at range, but in general if it's going to be used at all it should be comboed into. Yatterman-1 generally has better ways to spend his meter, but this attack is useful for defeating giant characters.